Long ago, I tried to make some Unreal maps (yeah, using that stinky first unreal editor). These maps were really bad. Soon afterwards I got UT99 and learned UED2, and those first terrible maps were soon forgotten. I never imagined I would ever dabble in SP mapping since we now had Unreal Tournament.
I do find it interesting the original Unreal still has a small but dedicated community to this day. UT has been declining for years, and sometimes seems almost gone, but the SP guys are still there making new campaigns. I actually followed some SP mappers because they also participated in UT mappacks and contests and these guys were always exceptionally skilled.
In early 2011 I decided to participate in an SP contest being held at UnrealSP.org, but found the challenge of creating a small campaign a bit too overwhelming for the time frame. Of course, I had no real idea what I was doing so I was doomed to fail.
Having said that, I did get a project together, learned a bunch of things, wrote a script (story), designed the levels, built some of them, and now all I need to do is spend time on the project (erm, I plan to do that after I complete all my other UT projects, so don't hold your breath!).
UNREAL SINGLE PLAYER
DEMO - Small layout supports 1 player - No weapons.
The Olympia Chronicles is a (planned) short single player campaign for the game Unreal. I basically spent a month writing a script/story, and then ran out of time build the maps! However, I did produce this short DEMO that shows the intro scene, some of the theme work, and provides the setup for the story. I decided to make the demo available for download for the curious.
Started May 2011 - Suspended January 2012.
BETA1 Intro Demo - Released December 2011.
More Info:
This is the little intro map (plus a small stub level) I made for the "Speed mapping" contest held at UnealSP.org during May/June 2011. The single player campaign I am working on started there. The campaign is entitled "The Olympia Chronicles", and it's a short story in three chapters (episodes). While I did not complete a map for that contest I did get a good start on the campaign, and now with no contest constraints I can proceed at my own pace and do what I want (like use custom content, heh). I did test and convert the intro to run in Unreal Gold (which it did successfully) but that was during the contest, when there was no custom content allowed.
Well there will be lots of custom content in the finished episodes, presumably this will all work in Unreal as well as UT, once converted. Right now this Intro BETA runs ONLY in UT. Although at the time I really had no idea what I was doing, I have a much better picture now, and have better plans.
As of now, I'm aiming for around March/April 2012 timeframe as my self-imposed target for a BETA release. This could of course change depending on a lot of things. However, I plan to start in earnest during January (after I get a bunch of other mapping stuff out of the way). If you have any comments or suggestions regarding the Intro, or the campaign idea for that matter, you can let me know via email: "fragnbrag@gmail.com".
Build: This intro took a few days to make, after "playing" for a while with all the various Unreal product intro levels to try and remember how to set up the camera paths. Most of the time was spent tweaking the Interpolating Point actors. The small stub level is there just to have a place to go after the intro and give a tiny visual taste of what's to come as far as the theme and environment go. At this time I had roughed out a number of sections (actually game levels) in Episode #1. However, these areas were no where near presentable enough to show anyone.
Anyways, at some point I may get back to this project - Not exactly sure when that would be. Might even take the campaign idea into another engine/game (or not :)